Wargaming the Southern Campaign in the American Revolution

Actual Campaign Background

Though often overlooked in comparison to the larger battles of the American War of Independence, which occurred in the Northern Colonies, in reality, Lieutenant General (Lord) Charles Cornwallis' brief but exceptionally savage campaign in the Southern Colonies, and specifically the Battle of Guilford's Courthouse, had a tremendous impact on the eventual outcome of the American War of Independence and paved the way for the ultimate independence of the Colonies from British rule. Following the siege and fall of Charlestown, South Carolina on 12 May 1780, British General Clinton returned to New York leaving General (Lord) Charles Cornwallis in command of 8,000 regular and allied troops, the very "cream of the British Army", with orders to invade North Carolina in order to sever Georgia and the Carolinas from the rest of the rebelling colonies in the North. These orders were very explicit and clearly specified that the British forces under Cornwallis were to maintain control of the Southern Colonies, and specifically Charleston, South Carolina and Augusta, Georgia above all else.

Meanwhile, General Washington was also keenly aware of the importance of the Southern (Carolina) Colonies to the American cause. His  current situation in the "Northern Campaign" was precarious at best and he could ill-afford British offensive operations in the "Southern Campaign" to reach a successful conclusion. With the loss of Charles Town (Charleston) in May and the French fleet (29 ships loaded with 3,000 regular troops) yet to arrive, Washington knew only too well that a loss of the Carolinas would have a devastating effect on northern military operations and could well end the war (in Great Britain's favor) before the French even arrived in North American.

On the other hand, in respect to British operations, things were not going as smooth as was anticipated either. Both General Clinton and General Cornwallis had underestimated the fighting worth of the local militia and Colonial Regulars, who in turn were ardently determined to thwart their strategic plans. In comparison to the North, the character of the war in the South, as well as its participants, were dramatically different. Without question, the American forces , with very few exceptions, were not as well versed in the aspects of linear combat as their better trained and more disciplined British antagonist, the latter far more experienced in this standard European method of warfare. In comparison to northern battles, the contending forces were diminutive in size on southern soil, where guerilla tactics were commonplace and military movements were swift. 

The end of the Southern Campaign, which effectively concluded only 10 months after it began, culminated with the Battle of Guilford's Courthouse (15 March 1781) and proved to be the high water mark of British military operations in the Revolutionary War. After this battle, which was a pyrrhic British victory, his casualties were so great and his troops so weakened beyond effectiveness, that General Cornwallis gave up chasing the elusive General Nathaniel Green, abandoned the Carolinas (Southern Colonies) and sailed north to Virginia in May 1781 where he entrenched at Yorktown. Then here at Yorktown, just seven months after his victory at Guilford Courthouse, Lord Cornwallis surrendered to the combined American and French forces under General George Washington, virtually ending the war. The America Colonies would gain their independence from Great Britain and a new nation, the United States of America would be born. There can no doubt of the tremendous contributions, and sacrifices, that were made by the Colonist in the Southern Colonies and the effect it had on the outcome of the war. General Cornwallis lost valuable time and resources (men and equipment) playing a hide and seek game with General Green, and with the French in route, time was critical to the overall plan of conquest envisioned by General Sir Henry Clinton K.B, . Commander-in-Chief of British troops in America.  General Cornwallis' failure to "stay the course", not only resulted in his defeat at Yorktown but was paramount in the loss of the War of American Independence.    

Miniature Wargaming the Carolina (Southern) Campaign

In the past 20 years, few new rules have been written and very little miniature gaming has been offered, in regards to the American War of Independence (AWI). It appears that this period has fallen by the wayside and given way to epic European battles or American "skirmishes" of the Seven Years War era, as well as the older established games depicting the American Civil War and the Napoleonic Wars. This is unfortunate, for although major large scale battles were comparatively rare during the American Revolution, and virtually non-existent in the Southern Campaign, some very interesting options are open to the historical wargamer who seriously considers this particular theater of operations (1779-1781).  First, with the exception of the Battle of Camden (4,100 Colonials vs. 2,239 British) and the Battle of Guilford Courthouse (4,400 Colonials vs. 1,900 British) most of the battles fought in the Carolinas were small, involving fewer then 4000 combatants in total compared to some in the north (Yorktown had 8,800 Americans and 7,800 French vs. 6,000 British). When fighting a scenario depicting a battle in the Carolinas or Georgia, this means fewer figures to buy and paint. This saves in time and dollars. Additionally, it also means fewer figures to have to set up in order to play a game and this saves more valuable time, especially at conventions where gaming times are often limited.  To add further, smaller battles move at a faster pace (with a simplistic set of rules) which reduces the player's "idle" time during games turns, which is the main reason players get bored and leave the table before a game has concluded. Conversely, smaller faster moving games also hold the attention of players and this reduces the opportunity for bickering or "rules lawyering" which have spoiled many an otherwise good wargame. Smaller battles, that required less miniatures, also required less space and this means a smaller "battlefield" with less expensive terrain. Considering that space, especially at conventions, is at a premium, this is of major importance.  

From a gamers prospective, the Carolina Campaign of the American War of Independence, also provides for some very interesting scenario options, which are not found in the more classic and well known (and much larger) battles. In the "South" many of the battles involved not only "Regulars" (British, Hessians and Continentals) but also local "militia units". These militia units, which were more common in the rural south, and were both Colonial (American Colonist seeking independence) and Provisional (American Colonist loyal to Great Britain) in nature. They were often comprised of men that were of the same bloodline or who were once close friends and neighbors. This resulted in the Southern Campaign being more of a "civil war" then a conflict strictly between nations and this makes for some rather intriguing scenarios.  

Another encouraging aspect to Southern Campaign wargames is game balance, which is often very hard to achieve in any type wargame. Arguably (though there is always some heated opposition to this fact), regular regiments of British, Hessian and French infantry were better trained and disciplined then the Colonial troops. Coupled with the fact that these "professional soldiers" were also very skilled in  linear tactics, wherein ranks of troops, in close order, maneuvered and fired in mass on command, they most always had the advantage in "toe to toe" battles over their foes when the open ground favored such tactical applications. In the north, large formations of soldiers employing this type of warfare, placed the fledging Continental army and its militia allies at a distinct disadvantage. If historically replicated on the game table, the advantages to the "Redcoats" would again be obvious. However, in the Southern Colonies, where battles were smaller, and fought in a more pastoral setting, with many wooded areas and few improved roads, the advantages to the skilled and  professionally trained British troops would be lessened significantly. Here, the Colonial troops, and specifically the ill-trained Militia, who were well adapted to hunting in the woods and dense foliage, could readily apply their acquired "hunting" skills to guerilla tactics, wherein they used stealth and concealment to engage the "Redcoats" when the advantages were in their favor. In a miniature wargame emulating the conflict in the Southern Colonies,  as was the case in the actual conflict, lesser numbers of concealed militia could have a telling advantage over superior numbers of better trained and disciplined British and Hessian troops that were traditionally formed into close ranks in the open areas. This aspect alone, would create a game balance, that would conceivably permit both sides an equal chance of attaining victory based on the application of individual skills and knowledge rather then merely relying on historically intrinsic advantages or game mechanics. 

Historical Considerations

Conversely, a truly realistic flavor (as well as a creditable challenge) can also be realized if certain known historical aspects of the Southern (Carolina) Campaigns are retained in game play, regardless of the rules used . The rural country side of the South, coupled with the abundance of dense woods and the lack of suitable roads restricted the prolific use of cannons . On paper, each Regiment was allotted two 3 or 6 pound cannons, called Battalion Guns, which were crewed by between 4 and 8 men that were trained to fire between 3 shells per minute, depending upon their stamina and the availability of ammunition.  Larger cannon, which were far to cumbersome and required more horses and men to move and operate, were generally reserved for use in siege operations. Mounted Dragoons, of which only two British Regiments served in the war (not counting Provisional units), did not see  wide-spread service in the Southern Campaign.  Again, the lack of suitable mounts and the restrictive terrain in the Southern Colonies, limited their deployment to raids, reconnaissance missions and the pursuit of pesky partisans. Additionally, on paper, a Regiment of Dragoons was supposed to consist of 240 men, however, in reality the Americans were lucky if a unit could field 80 troopers on any given day. 

There is yet another aspect that is very important when recreating battles which took place in the Southern Campaign, and one that is often over looked. And that is the ratio of local volunteers compared to regular troops. Even as late as 1780, the Continental Army was, for the most part, still in its infancy and limited in its numbers. At the Battle of Cowpens (17 January 1781), fully 50% of 1,000 American troops engaged were militia from Virginia, Georgia and North Carolina. At the Battle of Camden ( 16 August 1780), the "Colonial Army" consisted of near 3,000 effectives of which some 1,500 were Continental troops and the other 1,500 troops were in militia units from Virginia and North Carolina. Even at the Battle of Guilford's Courthouse (15 March 1781) , of the 4,000 American troops that fought in the battle, 4 of the 10 foot regiments were made up of militia units from Virginia and North Carolina. At King's Mountain (7 October 1780), the entire battle was fought by American Militia versus Ferguson's Provisional (Loyalist) Volunteers. North Carolina alone fielded no less then 23 Militia (local) Regiments in the war, many of which defended their native Colony during the Southern Campaign. Therefore, the prolific use of local militia, to augment the Continental Line, was not only commonplace in the war but should also be reflected on the game table.  

Here too, many believe that the British Army, that served in the American War of Independence, consisted solely of Regular Regiments of Foot. This is not true, and especially in the Southern Campaign. In the Carolina's, the British were at a serious disadvantage strength wise. When General Cornwallis assumed the task of subduing the "Rebels" while, at the same time, consolidating the Loyalist (Provisional Volunteers) and fortifying the coastal areas of Georgia and South Carolina, he had but 8,000 regular British troops to accomplish this monumental task. To accomplish his mission required a practical plan that involved the use of local militia troops that were loyal to the British Crown. He realized that to maintain communications and a supply line between the British forces operating inland and the coastal port of Charles Town (Charleston) required the establishment of a series of supply posts and forts along his route of march. He also needed troops that were familiar with the primordial terrain, and who could pacify the ardently independent people who dwelled in the area. To accomplish this task he relied on a considerably large number of regular Loyalist units, and by recruiting the local "Tories", he was also able to bolster the strength of his own army of Regular British Regiments of Foot. Being ill-equipped to fight a long inland campaign, Cornwallis knew only too well that the deeper into the Carolinas his British Army marched the more vulnerable it was to being cut off from its main supply line and defeated piece meal by the ever increasing bands of Patriots. Being numerically inferior in numbers to his opponents, the use of Loyalist Provisional troops, both mounted and afoot, was both a mathematically sound idea and a critical factor if his Southern Campaign was to be a success. That said, and as with the American OB (Order of Battle), the British player(s) should incorporate a sufficient number of Provisional (Loyalist) units within their wargaming "armies" in order to realistically represent the elements that actually fought in the Southern Campaign.              

Conclusion

The American War of Independence (AWI), and specifically the Southern Campaign, has been seriously over looked, as already stated, within the historical miniature wargaming community. This is unfortunate, because not only is this period of history an vital part of our  own "roots", but recreating the battles, in miniature emulation, can provide the wargamer with many hours of interesting and enjoyable game play. In keeping these thoughts in mind, if you are interested in learning more about this fasinating hobby, and specifically, wargaming the Southern Campaign of the American Revolution, please contact us at warplay@bellsouth.net or histcolassoc@earthlink.net.